The 13 Sacred Laws of the Frolm

 

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The Frolm, being a tribal amphibian-humanoid species, have laws that are deeply connected to nature, survival, community, and the balance of their swampy environment. Their laws are both practical and spiritual, ensuring harmony among their people and the ecosystem.

1. The Law of the Waters

“He who poisons the water poisons his own blood.”

Since water is sacred to the frolm, they place it in high regard and forbid pollution, hoarding, and wasting water. If someone comes along and contaminates a sacred waterway or a stream, they will be punished depending on the offense. If it is a small breach of the law, they may be required to purify the waterway. However, under more extreme crimes, the criminal can be exiled or even put to death.

2. The Law of the Hunt

“Take only what you need, leave enough for the cycle to continue.”

This law has to do with how much one can take from nature. For example, there are limits on hunting and fishing because there needs to be a balance that is maintained. Hunters are required to leave an offering to the spirits they hunt and the plants they take.

3. The Law of Kinship

“A tribe stands as one. To break it is to stand alone.”

There are many ways this law can be broken, such as violence, theft, deceit, sexual crimes, and so on. If they harm their kin unjustly, they are considered to be “Mireborn” (outcasts), and this can even lead to exile.

4. The Law of the Croaking Pact

“A promise made in chorus must be kept until the dawn.”

There is an action among the frolm called the Croaking Pact, which is a tribal ritual of agreement. If a frolm swears an oath of this kind, they must uphold their pact. If they don’t, it could cause dishonor for the lawbreaker.

5. The Law of the Marsh Spirits

“The land listens, and the spirits watch. Do not bring wrath upon the reeds.”

The frolm see nature as being spiritual, and therefore it is forbidden to anger the spirits of the land. This can happen by disrespecting the dead, destroying sacred sites, or speaking ill of their ancestors. The penalty for breaking this law isn’t as extreme as some of the other penalties. Those who offend must seek forgiveness through rituals, such as offering carvings, songs, and sacrifices of time where they work as servants.

6. The Law of the Guest and Host

“A guest is like a still pond—how you treat them shapes their reflection.”

Among the frolm, hospitality in itself is sacred. If someone is hosting, they are required to offer food, water, and a place to rest. For the guests, they must not overstay their welcome and show gratitude to the ones helping them out. If a guest refuses hospitality without a good reason, it is seen as an insult to the host.

7. The Law of Silence and Sound

“There is a time for croaking, and a time for stillness.”

Silence is very important in frolm rituals. During hunts, mourning rituals, and sacred ceremonies, frolm are required to be quiet at certain times. They are careful not to speak out of turn or disrupt deep thought because it is a sign of disrespect and arrogance.

8. The Law of Names

“A name is given, a name is earned, a name can be lost.”

Names are very important in frolm society. For example, they avoid learning the names of their enemies because it could cause empathy and distraction on the battlefield. Frolm earn a second name if they do great deeds. These names must never be mocked, stolen, or spoken falsely. The punishment for this is to have one’s name stripped, in which they would be “Nameless,” and an outcast to society.

9. The Law of the Leap

“Fear is a still pond, courage is the leap.”

When one hesitates in times of action, it is seen as a weakness. In hunts, battle, and when difficulty presents itself, a frolm must act decisively because cowardice brings dishonor. A frolm warrior who runs away without cause may be given a Mark of Stillness to show their shame. The cut is generally made on the hand.

10. The Law of Life and Death

“All must return to the swamp. None may steal that which is not theirs to take.”

The greatest crime among the frolm is murder. Taking life without a just cause is considered an offense to the very spirits of nature. However, in times of self-defense, sacred duels, and war, one can kill. Those who unjustly murder are thrown into the deepest parts of the swamp so their spirit may never find peace.

11. The Law of the Elder’s Croak

“Wisdom is the weight that steadies the reed.”

An elder’s wisdom is considered sacred, and they must be respected when they speak. It is disrespectful to interrupt an elder unless there is an emergency. If a frolm wants to challenge an elder’s words, it must be done through a trial of wits, which is a ritual debate before the tribe.

12. The Law of the Dreaming Mist

“The mist carries truth—let no one twist it.”

Dreams are viewed as sacred messages, and it is frowned upon not to tell the truth about a vision or give false prophecies. The only ones who may interpret dreams for others are the shaman or the elder of a certain tribe. Frolm, who spread false visions, may be cursed with something called the Croakless Night. It is a punishment where they are made to drink a certain herb that takes away their speech for a time.

13. The Law of the Singing Stones

“Stories are carved, songs are sung, history is never swallowed by the swamp.”

History is important to the frolm so it is considered a crime to erase history. Whether it’s by the destruction of sacred carvings, burning old texts, or silencing truth. A frolm that breaks this law is supposed to replace it with a greater tale through carvings, songs, or actions worthy of remembrance.

Most punishments are symbolic or tied to nature, such as exile, community service, or spiritual atonement. The worst punishment is to be exiled to the deep marsh, which is reserved for traitors, oathbreakers, and murderers.

Sometimes a duel is permitted when settling disputes

See Also:

Overview of the Frolm

Frolm Holidays and Ceremonies

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See also:

Frolm Basic

Frolm Holidays and Ceremonies

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Books to Read(Affiliate Links)

Creating Life – By Ralph Ellefson

The Art of World Building Workbook – By Ralph Ellefson

Fantasy World Building: A Guide To Developing Mythic Worlds and Legendary Creatures – By Mark Nelson

The Fourth Age Of Zalonia

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Age of Chaos – Alien invaders try to take over Zalonia by brute force creating vast armies. Even the Protectors of Zalonia are infiltrated and almost ambush the frolm. This accumulates to the greatest battle of all time in Zalonia. The only ones who escape the war are the woodland elves and the medes who migrate to the south. They cannot use nuclear force this time because of the inner magic the Creatrix made in the world so they have do use a different means. They still want the purple gems that is in Zalonia for their own world.

Timeline

Age 4 – Year 401 – Gnonows begin to infiltrate Zalonia slowly – Some of the aliens pretended to be gods again and manipulated the races of Zalonia to their side.

Age 4 – Year 473 – King Arsidious’s Birth – He trained a poor person of the Kingdom of Veronona and understood that poor people were just as valuable. There was a tournament held with 123 soldiers (Matthias exaggerates with 128) and Vincent makes it to the final four, not the final two as suggested by Matthias. He created a strong kingdom with a period of peace of about 20 years and he ended up fighting in the Great battle that brought the Fourth Age to an End.

Age 4 – Year 531 – Alien Conquest – The aliens take over the northern volcanic area and sends out their followers of each race to infiltrate the various communities throughout Zalonia. Many places fall when the influencers manipulated inhabitants to fall under the Aliens.

Age 4 – Year 531 – There is a great collapse in the roker teerritory due to a giant earthquake which makes them more volunerable.

Age 4 – Year 525 – Frolm and Woodland Elf Pact – When the Protectors of Zalonia start to gain major influence in conquering parts of the world, the frolm and woodland elves make a contract to oppose the Protectors when they come for the southern lands.

Age 4 – Year 532 – Magdad falls – Magdad has generally held its own in the first three ages but is infiltrated by the minions of the gnonows. It will never recover fully as an elite controlled by the gnonows is what is found in the Fifth Age.

Age 4 – Year 533 – Medes and Migration – Most of the medes in the northeast come into the war and are the last ones to do so. However, some medes disagree and migrate south to the volcanoes

Age 4 – Years 479 – 534 – The Great Battle of the Fourth Age reaches its Peak

Age 4 – Year 534 – The Golden Light – The story of the golden light is told which is where this age ends. This is where Sheila and her army is devastated, but she is able to escape through a portal.

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Other Stuff

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Return to Tales of Zalonia

Comets of Zalonia

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Like Earth, there are comets that pass by the skies seen from Aztharian. Some people believe that certain kinds of magic can be used when a comet is visible in the sky. There are certain magic spells that are related to certain comets, especially the ones that pass by more regularly. Here are the known comets and their purpose.

Zagarth

This comet passes by about every 83 years and remains in the sky and can be seen by the human naked eye for about 2 weeks. Species with stronger eye sight can see it for longer. It appears about 6 weeks when it comes to elves and about 12 weeks when it comes to the medes. It is believed that this comet increases psychic abilities and it is a good time to use the Mystic Prophecy cards.

Celestara’s Glimmer

Known for its radiant blue tail that lights up the night sky. It passes by every 233 years. The magical quality of this comet is Starlight Infusion, which temporarily enhances the caster’s magical abilities, making their spells more potent. The ritual is performed under the comet’s glow, the caster draws starlight into a crystal, which is then worn or held to channel the enhanced power. Celestara’s Glimmer: Appearing once every 233 years, it is said that those who make a wish upon Celestara’s Glimmer are granted clarity and vision for their future.

Frostfire Comet

Emits a shimmering, icy glow and is said to bring a chill wherever it passes. This comet comes around every 124 years. The type of magic used with this comet is called the Celestial Ward. It creates a protective barrier around a person or place, imbued with the comet’s energy. The ritual requires the caster to inscribe protective runes on the ground or on an object, invoking the comet’s name.

Dragon’s Breath Comet

Leaves a fiery trail and is associated with powerful elemental magic. This comet is the shortest one and comes around every 59 years. This comet wasn’t known until the Fifth Age, which is the only age that uses air, fire, water, earth, and spirit as the elements. Simple to very complex rituals can be performed when this comet comes around. Note:

Mystra’s Veil

Named after a legendary sorceress, this comet is said to veil the world in a mystical aura. The comet comes by every 147 years. This magic used with this comet is Astral Beacon:

Effect: Summons celestial beings or spirits to aid the caster. Ritual: Performed by lighting a special beacon or bonfire under the comet’s light, using specific herbs and incantations. Believed to be the manifestation of the sorceress Mystra’s power, this comet’s sighting is often accompanied by a surge in magical phenomena.

Glows with a golden light, believed to be a sign of divine favor. The comet comes around once every 401 years. and Rituals During Comet Sightings have to do with prosperity. However, one must approach the ritual in a certain way while facing the north and burning a green and brown candle. Magical Spells Seraph’s Wing.

Seraph’s Wing

A harbinger of hope, its golden light is seen as a divine blessing, and its arrival is celebrated with festivals and rituals of thanksgiving. Eclipse Enchantment Effect: Temporarily cloaks the caster or an object in shadow, rendering them invisible. Comes around every 72 years. Ritual: Must be cast when the comet is directly overhead, using a piece of obsidian and a reflective surface. Chrono

Shift Effect: Allows the caster to manipulate time slightly, either slowing it down or speeding it up. Comes around every 78 years. Ritual: Involves creating a timepiece infused with comet dust, which is used to channel the temporal magic.

Frostfire Comet Appearing during the coldest winters, it brings with it both destruction and renewal, as its icy flames cleanse the land. Usually, a destructive kind of magic comes from magic under this comet, which comes around every 90 years.

Dragon’s Breath Comet

Feared and revered, its appearance is often a sign of great change, marking the rise of new leaders or the fall of old empires. It orbits every 86 years and can be seen for over a week when it passes by. The magic used for this type of magic is generally dark and used on those who are under attack.

Like Earth, there are comets that pass by the skies seen from Aztharian. Some people believe that certain kinds of magic can be used when a comet is visible in the sky. There are certain magic spells that are related to certain comets, especially the ones that pass by more regularly. Here are the known comets and their purpose.

Zagarth

This comet passes by about every 83 years and remains in the sky and can be seen by the human naked eye for about 2 weeks. Species with stronger eye sight can see it for longer. It appears about 6 weeks when it comes to elves and about 12 weeks when it comes to the medes. It is believed that this comet increases psychic abilities and it is a good time to use the Mystic Prophecy cards.

Celestara’s Glimmer:

Known for its radiant blue tail that lights up the night sky. It passes by every 233 years. The magical quality of this comet is Starlight Infusion, which temporarily enhances the caster’s magical abilities, making their spells more potent. The ritual is performed under the comet’s glow, the caster draws starlight into a crystal, which is then worn or held to channel the enhanced power.

Celestara’s Glimmer: Appearing once every 233 years, it is said that those who make a wish upon Celestara’s Glimmer are granted clarity and vision for their future.

Frostfire Comet

Emits a shimmering, icy glow and is said to bring a chill wherever it passes. This comet comes around every 124 years. The type of magic used with this comet is called the Celestial Ward. It creates a protective barrier around a person or place, imbued with the comet’s energy. The ritual requires the caster to inscribe protective runes on the ground or on an object, invoking the comet’s name.

Dragon’s Breath Comet:

Leaves a fiery trail and is associated with powerful elemental magic. This comet is the shortest one and comes around every 59 years. This comet wasn’t known until the Fifth Age, which is the only age that uses air, fire, water, earth, and spirit as the elements. Simple to very complex rituals can be performed when this comet comes around. Note: Perhaps Xandria uses this magic in the fourth book.

Mystra’s Veil

Named after a legendary sorceress, this comet is said to veil the world in a mystical aura. The comet comes by every 147 years. This magic used with this comet is Astral Beacon: Effect: Summons celestial beings or spirits to aid the caster. Ritual: Performed by lighting a special beacon or bonfire under the comet’s light, using specific herbs and incantations. Believed to be the manifestation of the sorceress Mystra’s power, this comet’s sighting is often accompanied by a surge in magical phenomena.

Seraph’s Wing

Glows with a golden light, believed to be a sign of divine favor. The comet comes around once every 401 years. Magical Spells and Rituals During Comet Sightings have to do with prosperity. However, one must approach the ritual in a certain way while facing the north and burning a green and brown candle.

Seraph’s Wing: A harbinger of hope, its golden light is seen as a divine blessing, and its arrival is celebrated with festivals and rituals of thanksgiving.

Eclipse Enchantment

Effect: Temporarily cloaks the caster or an object in shadow, rendering them invisible. Comes around every 72 years. Ritual: Must be cast when the comet is directly overhead, using a piece of obsidian and a reflective surface.

Chrono Shift

Effect: Allows the caster to manipulate time slightly, either slowing it down or speeding it up. Comes around every 78 years. Ritual: Involves creating a timepiece infused with comet dust, which is used to channel the temporal magic.

Frostfire Comet

Appearing during the coldest winters, it brings with it both destruction and renewal, as its icy flames cleanse the land. Usually, a destructive kind of magic comes from magic under this comet, which comes around every 90 years.

Dragon’s Breath Comet

Feared and revered, its appearance is often a sign of great change, marking the rise of new leaders or the fall of old empires. It orbits every 86 years and can be seen for over a week when it passes by. The magic used for this type of magic is generally dark and used on those who are under attack.

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Ancient Mysteries of Zalonia

White Holes of Zalonia

Phantom Moons

The Lost Age

Temple of Dreams (Lore of Zalonia)

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The Temple of Dreams sits close to the center of Zalonia. It is a place people visit to have their dreams interpreted by priests and priestesses. To become a priest or priestess, one must study at the Magdad School, where dream magic is taught through years of discipline, meditation, and controlled exposure to the dream realm.

I have an upcoming series that will be based on a priestess from the Temple of Dreams who works alongside a Protector of Zalonia to solve problems that arise both within and beyond the dream world.

The Temple of Dreams is usually a peaceful place, but it is not without danger. It is prone to manifestations known as dream wraiths—entities born from nightmares or fractured visions. These wraiths can emerge into the waking world, feeding on fear and confusion. While there are always one or two trained practitioners on site capable of confronting such threats, an overwhelming surge of wraiths can force the temple to shut its doors until balance is restored.

There are also threats from the outside world. Certain factions and power-hungry individuals have long sought to control the Temple of Dreams, believing its power could grant insight into the future—or the ability to manipulate it. For this reason, the temple is guarded at all times by trained protectors. Legend holds that a curse falls upon anyone who attempts to seize the temple by force. Whether this curse is real or simply a deterrent is unknown, but few who have challenged the temple have ever been heard from again.

Within the Temple of Dreams, long rows of carefully arranged beds line vast, quiet chambers. Each bed is separated by thin curtains etched with protective symbols, designed to contain and stabilize the dreamer’s experience. Soft, dim light—often emanating from enchanted crystals—fills the space, creating an atmosphere that feels neither fully awake nor fully asleep.

At the heart of the temple lies the Inner Chamber, a sacred space reserved for the most powerful dream practitioners. It is here that the deepest and most dangerous dreams are explored. Some say this chamber contains a gateway—not just into dreams, but into something far older.

Those who enter the temple seeking guidance do not always leave with simple answers. Dreams in Zalonia are not passive illusions; they are reflections of deeper truths, hidden fears, and sometimes forces beyond human understanding. The priests and priestesses do not merely interpret dreams—they navigate them.

And sometimes… the dream pushes back.

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Creating Life – By Ralph Ellefson

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Fantasy World Building: A Guide To Developing Mythic Worlds and Legendary Creatures – By Mark Nelson

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